Weapons
In dungeons, use your class’s weapon types. Other types deal reduced damage. Dungeon weapon damage comes from tooltip stats.
Attacks
Section titled “Attacks”| Weapon | Action |
|---|---|
| Sword | sweeping melee hit |
| Trident | right-click to throw |
| Spear | jab or charged attack; check tooltip timings |
| Bow | draw and release an arrow |
| Crossbow | load, then fire |
| Shortbow | rapid fire without a normal bow draw |
| Scythe | sweeping melee hit |
| Wand | left-click to fire a bolt |
Attack speed sets melee cadence. You cannot swing during cooldown. An early click near the end of cooldown can be buffered until the attack is ready. Bow, crossbow, and spear timings follow their own rules; check the tooltip. Throwing a trident resets your melee cooldown.
Ranged hits
Section titled “Ranged hits”Bow damage uses the tooltip’s draw damage at full draw and close range. Partial draws and arrows that lose speed deal less damage. Dungeon arrows have no random vanilla critical damage bonus; their critical hits use Dexterity and critical damage.
A fully drawn bow arrow can pierce an enemy. Crossbow bolts pierce farther and knock enemies back harder. Shortbow arrows stop at the first enemy. Later default piercing hits cannot crit or trigger weapon abilities. See piercing damage and reload time for the base rules; abilities and passives can change them.
Cleave
Section titled “Cleave”A melee hit lands in full on the primary enemy. Other visible enemies in its shape take a share of the hit. Sweeps follow your aim up or down. See cleave shapes and damage.
An air swing can pick an enemy near your crosshair. Spear jabs pick within their lance shape; scythes pick within their arc. A spear’s charged attack hits enemies along its path without cleave. Thrown tridents have no cleave. Wand bolts hit enemies along their line.
Abilities
Section titled “Abilities”Read each ability’s trigger: right-click, hit, kill, or another action. Active abilities need the weapon in your main hand.
Outside dungeons
Section titled “Outside dungeons”Dungeon armour protects like plain diamond armour. Dungeon weapons use fixed diamond-tier damage budgets; melee damage per hit depends on weapon type and attack speed. Shortbows, thrown tridents, and wand bolts still fire. Item effects, weapon abilities, set bonuses, and class spells only work in dungeon worlds. Cosmetic weapons hit like an empty hand, and cosmetic armour gives no protection.